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Seductive Duets

2nd Level Composition

Abjuration

Obojima: Tales from the Tall Grass

Counterspy

2-level Abjuration

Casting Time: 10 minutes
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: a bag of sand and six candles
Duration: 1 hour
Damage/Effect: Communication
You create an intricate arcane circle made of candles and sand centered on a point on the ground within range. The circle can have a radius of 10 feet or less. If at any point before the spell ends a creature outside the circle can see or hear you through magical or nonmagical means, the candle’s flames will change color. If a spell or magical effect was used, you are aware of it and understand the extent of its effects.
Available for: Bard, Cleric, Druid, Warlock, Wizard

Deep Magic Volume 2 (p.158)

Court the Flame

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
You court the power of a nearby fire to shield you. Choose one source of nonmagical fire that is the size of a torch or larger within 5 feet of you. You gain a +2 bonus to your AC for the duration. Until this spell ends, if you would take fire damage from any source, you can use your reaction to reduce that damage to 0. If you do, the spell ends.    If you spend at least 1 minute more than 5 feet away from the source of fire you chose when you cast this spell, the spell immediately ends
Available for: Bard, Cleric, Druid, Ranger

Deep Magic Volume 1

Dome of Silence

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minute
Damage/Effect: Protection
An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it. Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.
Available for: Bard, Cleric, Sorcerer

Deep Magic Volume 1

Holy Warding

2-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the allies you have chosen have resistance to normal weapon attacks, including bludgeoning, piercing, and slashing damage. If a target moves farther than 30 feet from you, the effect ends for that creature.
Available for: Bard, Cleric, Paladin, Wizard

SRD

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

Conjuration

Deep Magic Volume 2 (p.146)

Breath of Separation

2-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 ft. cone)
Components: Verbal
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You exhale a massive volume of air, propelling yourself up to 15 feet in a direction of your choosing to an unoccupied space you can see. This movement doesn’t provoke opportunity attacks. Each creature in a 15-foot cone originating from the space you just left must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed up to 10 feet away from your original space. On a successful save, a creature takes half the damage and isn’t pushed.    If a pushed creature strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was pushed. If a pushed creature is pushed into another creature, that creature must succeed on a Strength saving throw or take the same damage and be knocked prone.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you, and each creature that fails the saving throw, are pushed an additional 10 feet for each slot level above 2nd.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.152)

Chergui's Swift Blessing

2-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You ensorcel a Medium vehicle powered by wind, increasing its speed by 10 feet or 1 mile per hour (whichever is most appropriate for the vehicle) for the duration. In addition, until this spell ends, the pilot of the vehicle can use an action to turn the vehicle up to 90 degrees, quickly changing the vehicle’s direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the size of vehicle you can ensorcel increases by one size category for every two slot levels above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Cloud of Daggers

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (5 ft. cube)
Components: Verbal Somatic, Material
Materials: a sliver of glass
Duration: Concentration, 1 minute
Damage/Effect: Slashing
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Doom of the Slippery Rogue

2-level Conjuration

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic, Material
Materials: bacon fat
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
A doom of the slippery rogue spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Gift of Shifting

2-level Conjuration

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: powdered diamond worth at least 50 gp, which the spell consumes
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Force
You create a hidden glyph by tracing it on a surface or object that you touch.Whenyou cast the spell, you can also choose a location that’s known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph’s shifting effect. The glyph is triggered when it’s touched by a creature that’s not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph’s destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone. The glyph disappears after being triggered or when the spell’s duration expires.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.208)

Poisoned Portal

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You corrupt one opening, door, portal, or other threshold you can see within range with invisible, poisonous fumes. When you cast this spell, choose one threshold up to 10 feet wide and up to 10 feet tall. Each creature that passes through the opening must make a Constitution saving throw. On a failed save, a creature takes 2d4 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half the damage and isn’t poisoned. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.220)

Shadow Shunt

2-level Conjuration

Casting Time: 1 reaction, which you take when you are targeted by an attack or when you are in the area of a spell that deals damage.
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You enter the Plane of Shadow just as danger approaches. You vanish from your current plane of existence and appear in the Plane of Shadow until the start of your next turn, avoiding the triggering attack or spell. While on the Plane of Shadow, you are paralyzed, but you can see and hear the plane you originated from, which appears in shades of gray. At the start of your next turn, you reappear in the space you previously occupied or in the nearest unoccupied space.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.222)

Shamal's Grasp

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You create a blast of wind and debris that buffets a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is buffeted by wind for the duration. On a successful save, the target takes half the damage and isn’t buffeted by wind.    Until the spell ends, you can use a bonus action on each of your subsequent turns to increase the intensity of the winds buffeting the target. Choose a direction. The target takes 1d8 bludgeoning damage, and it must spend 2 feet of movement for every 1 foot it moves in that direction. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d8 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Divination

Deep Magic Volume 1

Ashen Memories

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Communication
You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire.    The GM determines the details of what is revealed.
Available for: Bard, Cleric, Wizard

Strixhaven: A Curriculum of Chaos

Borrowed Knowledge

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a book worth at least 25 gp
Duration: 1 hour
Damage/Effect: Utility
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Available for: Bard, Cleric, Warlock, Wizard

SRD

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a copper piece
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Detection
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Discern Weakness

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a glass lens
Duration: Concentration, 1 minute
Damage/Effect: Utility
You divine the weak points in your foes’ defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Distracting Divination

2-level Divination

Casting Time: 1 reaction, which you take when an enemy tries to cast a spell
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Distraction Cascade

2-level Divination

Casting Time: 1 reaction, which you take when an ally declares an attack against an enemy you can see
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.178)

Fever's Gift

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You infect yourself with a magical fever for the duration. While infected, you are poisoned, and you can use a bonus action on each of your turns to experience a portentous hallucination. If you do so, one friendly creature within 60 feet of you that can see or hear you has advantage on the next ability check, attack roll, or saving throw it makes before the start of your next turn.
Available for: Bard, Cleric, Sorcerer

Deep Magic Volume 1

Gift of Luck

2-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a four-leaf clover, a pair of dice, or a silver coin
Duration: 24 hours
Damage/Effect: Buff
You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected by the gift of luck, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Warlock

Deep Magic Volume 1

Grain of Truth

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell.
At higher levels: At the GM’s discretion, casting grain of truth using a 4th-level spell slot can provide advice equivalent to a Divination spell; a 5th-level spell slot can provide advice equivalent to a single answer from a Commune spell; and a 6th-level spell slot can provide advice equivalent to three answers from a Contact Other Plane spell.
Available for: Bard, Cleric, Warlock

SRD

Locate Animals or Plants

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of fur from a bloodhound
Duration: Instant
Damage/Effect: Detection
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Available for: Bard, Druid, Ranger

SRD

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a forked twig
Duration: Concentration, 10 minutes
Damage/Effect: Detection
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Deep Magic Volume 1

Read Object

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Utility
By handling an object and reading the psychic residue on it, you can divine information about the item’s history. After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item’s ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions. The following are examples of information you can obtain through use of this spell:
  • The item’s name, if it has one
  • A visual image of the last creature to handle the item
  • An impression of the emotional state of the creature that last used the item
  • If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it
  • A visual image of the item’s owner or crafter
  • Information regarding the item’s historical significance, if any
Available for: Bard, Warlock, Wizard

SRD

See Invisibility

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of talc
Duration: 1 Hour
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Available for: Bard, Sorcerer, Wizard, Artificer

Obojima: Tales from the Tall Grass

Shared Vision

2-level Divination

Casting Time: 1 action
Range/Area: 1 mile
Components: Somatic, Material
Materials: a glass eye
Duration: Concentration, 10 minutes
Damage/Effect: Communication
You target a willing creature that is familiar to you and within range. For the duration or until the target dismisses the effect on itself as an action, the target can see through your eyes, gaining the benefits of any special senses that you have. During this time the target can swap between their own vision and your vision as a bonus action.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Spell Signature

2-level Divination

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a rosewood match
Duration: Instant
Damage/Effect: Communication
As you cast the spell you draw out the potent scents trapped within all magic. Choose a magical effect you are aware of that’s within range. The effect releases a scent specific to the creature that created it. If you are familiar with the creature, you automatically know that the magical effect was created by them.   If you are not familiar with the creature, you can make an ability check using your spellcasting ability modifier and add your proficiency bonus to it. Refer to the table below to determine what information you are able to glean from the scent. When succeeding on a DC check, you also learn previous information given from lower DCs.
  • DC 5—You learn the type of creature that created the magical effect.
  • DC 10—If the creature has a class, you learn what it is.
  • DC 15—You learn if the creature is affiliated with an organization.
  • DC 20—You learn the name of the creature.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Warning Shout

2-level Divination

Casting Time: 1 reaction, which you take immediately before initiative is rolled
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.
Available for: Bard, Cleric, Paladin, Wizard

Enchantment

SRD

Animal Messenger

2-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a morsel of food
Duration: 24 hours
Damage/Effect: Communication
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.   When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Available for: Bard, Druid, Ranger

Deep Magic Volume 1

Beguiling Bet

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used. The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check.    Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.
Available for: Bard

Deep Magic Volume 1

Bleating Call

2-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Somatic, Material
Materials: a bit of fur or hair from a young beast or humanoid
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.    Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns.    When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell.    If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can’t be charmed are immune to this spell.
Available for: Bard, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.146)

Break it Down

2-level Enchantment

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You sing or play a tune that fills creatures that can hear the tune with unrestrained energy. Each creature of your choice within range must make a Wisdom saving throw. On a failed save, a target must use its reaction to throw one object or creature it is holding, which can include a grappled creature, or pick up and throw the nearest object within its reach if it isn’t holding anything. An object the same size or smaller than the thrower is thrown up to 30 feet in a random direction. A creature the same size as the thrower is thrown up to 15 feet in a random direction and knocked prone  If a creature is smaller than the thrower, the creature is thrown an additional 10 feet for each size category of difference between it and the thrower. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is a creature and is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone  A creature or object larger than the thrower can’t be thrown.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell’s range increases by 5 feet and the distance a creature or object is thrown increases by 5 feet for each slot level above 2nd.
Available for: Bard

SRD

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Charmed
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
  • You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Available for: Bard, Cleric

Deep Magic Volume 1

Convoluted Dictum

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a long, twisted piece of red ribbon
Duration: Concentration, 1 minute
Attack/Save: WIS Save
You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends.    If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action.    In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn. At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Crown of Madness

2-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.   While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.   The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.165)

Discord

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Control
You disrupt the harmony between up to three creatures you can see within range. Each target must succeed on a Wisdom saving throw or become hostile to each other target until the start of your next turn. Until the spell ends, targets that failed the saving throw can’t help each other, target each other with beneficial spells or effects, or similarly work together on their turns. At the GM’s discretion, the creatures might attack each other, might compete for the tastiest among you and your friends, or similarly act against each other.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Wizard

SRD

Enthrall

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Available for: Bard, Warlock

Acquisitions Incorporated

Gift of Gab

2-level Enchantment

Casting Time: 1 reaction which you take when you speak to another creature
Range/Area: Self
Components: V, S, M
Materials: (Royalties) 2 gp, which the spell consumes
Duration: Instant
Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We’ve all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened — by ensuring that no one knows it happened.   When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.  
"When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that. -Morgaen
Available for: Bard, Wizard

Deep Magic Volume 1

Gift of Resilience

2-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Buff
A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires.
At higher levels: When you cast this spell using a spell slot of 5th, 6th, or 7th level, the maximum duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the maximum duration increases to 72 hours.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.183)

Gift of the Golden Tongue

2-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You touch a willing Humanoid, and for the duration, the target has advantage on all Charisma checks. Additionally, any Charisma checks made against the target have disadvantage.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Heartache

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a silver locket
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Psychic
You force an enemy to experience pangs of unrequited love and emotional distress.These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small, straight piece of iron
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Paralyzed
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Hypnotic Missive

2-level Enchantment

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: ink made with powdered amber, worth at least 50 gp
Duration: 14 days
Attack/Save: WIS Save
Damage/Effect: Control
You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant; the enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance.    During combat, a creature so enthralled can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation.    In nonthreatening conditions, the creature can make a new saving throw against the effects every hour. Once a creature has made a successful save, it recognizes the magical compulsion that has affected it. This does not provide immunity from the spell, however, and if the creature reads the words again, it must make another save or fall under the spell’s effects once more.
Available for: Bard, Wizard

Deep Magic Voume 1

Indecision

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be overcome with indecision. On a failed save, the target takes its entire turn to perform its next action due to the creature’s hesitation. If the creature fails the saving throw by 5 or more, it takes no action that round. If the creature has moved before taking an action, its action does not occur until the start of its next turn. Each round, the creature can attempt another saving throw at the start of its turn. On a successful save, the spell ends. This spell has no effect on a creature with an Intelligence score of 5 or lower.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Wizard

Book of Ebon Tides

Leiloch's Irritating Kazoo

2-level Enchantment

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Material
Materials: a wooden kazoo
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Thunder
You play a long, droning note on a kazoo. All creatures within 10 feet of you and that can hear you must make a Constitution saving throw. On a failure, a creature takes 1d6 thunder damage at the beginning of each of your turns and cannot cast spells with verbal components for the duration. On a success, a creature takes 1d6 thunder damage and cannot cast spells with verbal components until the end of its next turn. A creature that fails the initial saving throw can make a new saving throw at the end of each of its turns to end the effect.
Available for: Bard, Warlock

Book of Ebon Tides

Ominous Winds

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a cracked bone
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a 1d12 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Power Word Kneel

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an emerald worth at least 100 gp
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a snake's tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.   If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Ugly Duckling

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a shard of mirror
Duration: Concentration, 1 hour
Attack/Save: CHA Save
Damage/Effect: Fey
One creature of your choice within range must make a Charisma saving throw. On a failed save, the target has disadvantage on all Charisma checks it makes and anyone it speaks to is indifferent to them for the duration. If the target succeeds on a Charisma check while under the effect of this spell, it can make a new saving throw to overcome the effect.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional target for each slot level used above 2nd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.236)

Vision Slip

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
You cause the vision of up to three creatures you can see within range to blur, slide, and churn in a nauseating fashion. Each target must succeed on a Constitution saving throw or be blinded until the end of its next turn. A creature that fails the saving throw by 5 or more is also poisoned for 1 minute.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Wizard

SRD

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft. (15 ft. sphere)
Components: Verbal, Somatic
Duration: 10 minutes
Attack/Save: CHA Save
Damage/Effect: Control
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

Evocation

Deep Magic Volume 2 (p.154)

Combust the Dead

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire, Piercing
You fill the body of one Medium or smaller dead creature you can see within range with fiery magic, causing it to explode in a burst of flame and bony shrapnel. Each creature within 10 feet of the body must make a Dexterity saving throw, taking 1d8 fire damage and 2d8 piercing damage on a failed save, or half as much damage on a successful one. A body can be targeted by this spell only once. If the target body was dead for more than one week, the body is completely destroyed, and the creature can be restored to life only by means of a True Resurrection or a Wish spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.157)

Contagious Healing

2-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Healing
Your touch infects a friendly creature with a magical disease. The target regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The next time the target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 1d8 + your spellcasting modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it, continuing in this manner until no valid targets are in range or the spell ends. A creature can be healed by your contagious healing only once per casting of this spell. This spell has no effect on Undead or Constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Available for: Bard, Cleric, Druid

Obojima: Tales from the Tall Grass

Ember Belly

2-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Somatic, Material
Materials: a flask of oil, which the spell consumes
Duration: 8 hours
Attack/Save: DEX Save
Damage/Effect: Fire
You swallow the oil consumed in the casting of the spell. Once before the spell ends, you can exhale the oil as a bonus action, igniting it as you expel it from your body. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.   Once you exhale the oil, the spell ends.
Available for: Bard, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.187)

Heartfire

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
You ignite the inner fire within you and your companions, stoking it into a magical flame against your enemies. A gout of fire emerges from your chest and streaks toward one creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.    When you cast this spell, up to three friendly creatures within 30 feet of you that can see you can each use a reaction to lend its heartfire to yours. For each creature that joins its heartfire with yours, the spell’s damage increases by 1d6.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the primary damage increases by 1d6 for each slot level above 2nd.
Available for: Bard, Cleric, Druid

Deep Magic Volume 1

Lacerate

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a shard of bone or crystal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: slashing
You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Pillar of Force

2-level Evocation

Casting Time: 1 action
Range/Area: 30 ft. line
Components: Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
You swiftly stomp your foot, conjuring a pillar of wood or stone that thrusts out from underneath your feet and towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage, and if the target is Huge or smaller, it is pushed 10 feet away from you. The ground in a straight line between you and your target becomes difficult terrain, with each 5-foot-square portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by (1d12) for each slot level above 2nd.
Available for: Bard, Druid, Ranger, Sorcerer

Deep Magic Volume 2 (p.210)

Power Word Rebound

2-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you is hit by an attack that targets only one creature
Range/Area: 60ft.
Components: Verbal
Duration: Instant
You utter a word of power as a weapon or spell hits a creature you can see within range. The attack rebounds on the attacker, using all the same attack and damage rolls against the attacker.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a chip of mica
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.228)

Strafe

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You speed across the battlefield, releasing small bursts of magic at those you pass. Move up to twice your speed in a straight line. This movement ends early if you would pass through the space of a creature of your size, stopping your move in an unoccupied space within 5 feet of that creature. This movement doesn’t provoke opportunity attacks.    Each creature within 5 feet of a space you enter during this movement must make a Dexterity saving throw, taking 2d4 force damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Warding Wind

2-level Evocation

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Deafened
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Available for: Bard, Druid, Sorcerer, Wizard

Illusion

Deep Magic Volume 2 (p.152)

Chittrk'k's Soul Fire

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic, Material
Materials: a stick of charcoal or a chip of moonstone worth at least 5 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You summon a bit of greenish fire to the top of your head, into one hand, or at the tip of your tail. It flares brightly, and all creatures that see your soul fire must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature seeks to follow the light, even into areas of bright light or darkness or into shallow water. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.171)

Doomed

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a crow feather
Duration: Concentration, 1 minute
Attack/Save: WIS
Damage/Effect: Psychic
You convince a creature you can see within range that it can’t escape impending doom. The target must make a Wisdom saving throw. On a failed save, the target believes any attacks that miss it are actually hitting it. Each time a creature misses an attack against the target, the target takes 1d6 psychic damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an eyelash encased in gum arabic
Duration: Concentration, 1 hour
Damage/Effect: Invisible
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

SRD

Magic Mouth

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
Duration: Until Dispelled
Damage/Effect: Communication
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.   When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.   The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Available for: Bard, Wizard, Artificer

Fizban's Treasury of Dragons

Nathair's Mischief

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Somatic, Material
Materials: a piece of crust from an apple pie
Duration: Concentration, 1 minute
Damage/Effect: Control
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
d4Michievous Surge Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
Available for: Bard, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Obscure Object

2-level Illusion

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Invisible
An object you can see within range becomes invisible until the spell ends. The object can be no larger than a 5-foot cube, and it can’t be worn by a creature.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft. (10 ft. cube)
Components: Verbal, Somatic, Material
Materials: a bit of fleece
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Psychic
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Available for: Bard, Sorcerer, Wizard

SRD

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Available for: Bard, Cleric, Ranger

Obojima: Tales from the Tall Grass

Switched Form

2-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Utility
This spell allows you to change the appearance of two humanoids that you can see within range. Each target takes on an illusory disguise, making it look like the other target—including its armor, clothing, weapons, and other belongings on its person. Each creature can seem 1 foot shorter or taller; the disguise otherwise replicates the other target’s physical features as accurately as possible. The spell lasts for the duration, unless you use your action to dismiss it sooner.   The changes wrought by this spell fail to hold up to physical inspection. For example, if this spell causes a creature to gain a cape from its disguise, objects pass through the cape, and anyone who touches it would feel nothing or would feel the creature’s back or shoulders. If this spell causes a creature to appear thinner than it is, the hand of someone who reaches out to touch the creature would bump into it while it was seemingly still in midair.   A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Transparency

2-level Illusion

Casting Time: 1 reaction, which you take when your location would be revealed to a creature while you are hidden or unseen
Range/Area: Self
Components: Somatic
Duration: 1 round
Damage/Effect: Invisible
You temporarily become invisible to stop yourself from being discovered by the triggering creature. Until the end of your next turn, you remain invisible and your steps make no sound, regardless of the surface you are moving across. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends early if you attack or cast a spell.
Available for: Bard, Sorcerer, Warlock, Wizard

Necromancy

SRD

Blindness/Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Blinded or Deafened
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Stench of Rot

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a live maggot
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Debuff
Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A remove curse spell or similar magic ends the spell early.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock

Transmutation

Obojima: Tales from the Tall Grass

At Your Side

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You and up to three other willing creatures of your choice within range form an arcane bond, which magically pulls you forward when moving towards each other. For the duration, each target’s speed increases by 5 feet, and whenever an affected creature ends its turn, other targets of the spell can use their reaction to move up to half their speed in the direction of another affected creature.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Paladin, Wizard

Deep Magic Volume 1

Batsense

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bit of fur from a bat's ear
Duration: 1 hour
Damage/Effect: Buff
For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet.    The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.
Available for: Bard, Druid, Ranger

Obojima: Tales from the Tall Grass

Beast Transmutation

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
This spell transforms a beast that you can see within range into a new humanoid form. An unwilling creature must succeed on a Wisdom saving throw to avoid the effect. The spell has no effect on a beast with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form has the appearance of a humanoid of any race you choose. The target’s game statistics, excluding mental ability scores, are replaced by the statistics of a commoner. It retains its alignment and personality.   The target assumes the hit points of its commoner form. When it reverts to its normal form, the beast returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the beast’s normal form to 0 hit points, it isn’t knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell’s duration increases by 1 hour for each slot level above 2nd.
Available for: Bard, Druid, Ranger, Wizard

Book of Ebon Tides

Drayfn's Blunted Blade

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a rusty shard of iron
Duration: Concentration, 1 minute
Attack/Save: STR Save
Your target’s weapon rapidly corrodes. A creature of your choice within range that is holding a manufactured, nonmagical weapon in one of its hands must succeed on a Strength saving throw. On a failed save, the target must roll all weapon damage dice twice and take the lower result. If the spell ends before 1 minute has passed, the target’s weapon returns to its normal state. Otherwise, the weapon breaks down into a pile of rust or wood chips, as appropriate.
Available for: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard

SRD

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: fur or a feather from a beast
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

  • Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor. The target has advantage on Charisma checks.
  • Fox's Cunning. The target has advantage on Intelligence checks.
  • Owl's Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Sorcerer, Artificer

Deep Magic Volume 2 (p.183)

Goob's Inconvenient Gathering

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Control
One creature you can see within range becomes magically charged. Make a ranged spell attack. On a hit, the target magically attracts loose objects, such as rocks, mugs, grass, or papers. At the start of each of its turns, small, nonmagical objects that aren’t being worn or carried within 10 feet of the target roll, float, or otherwise move up to 10 feet and magically cling to the target. Each object must weigh no more than 10 pounds. The target, or a creature within reach of the target, can use an action to remove the objects from the target until the start of the target’s next turn. While objects are stuck to it, the target’s speed is halved, and it has disadvantage on weapon attack rolls that use Dexterity.    At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Available for: Bard, Druid, Sorcerer

SRD

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of iron and a flame
Duration: Concentration, 1 minute
Damage/Effect: Fire
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Druid, Artificer

Strixhaven: A Curriculum of Chaos

Kinetic Jaunt

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Knock

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Utility
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.   A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.   If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.   When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.198)

Magnify Weapon

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 minute
Damage/Effect: Buff
The first time you hit with a melee weapon attack before this spell ends, your weapon grows larger just before impact and deals one additional die of its damage. Then your weapon returns to its normal size, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can magnify your weapon for one additional hit before the spell ends for each slot level above 2nd.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 2 (p.210)

Power Word Vulnerability

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
You utter a word of power and one creature you can see within range becomes vulnerable to one of the following damage types of your choice: bludgeoning, piercing, or slashing. If the target is normally immune to the chosen damage type, it has resistance to that type of damage instead. The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, this vulnerability ends.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Pyrotechnics

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft. (5 ft. cube)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Blinded
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.   Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.   Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Available for: Artificer, Bard, Sorcerer, Wizard

XGtE

Skywrite

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Sight
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Communication, Control
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Available for: Artificer, Bard, Druid, Wizard

Deep Magic Volume 1

Trench

2-level Transmutation

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Permanent
Damage/Effect: Utility
By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range.When the casting is finished, a 5-foot-deep trench is the result. The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard

Specialized

Chaos Magic

Deep Magic Volume 1

Chaotic Vitality

2-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Damage
Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round per caster level.    For example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts chaotic vitality on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster’s case, 5 of those hit points are temporary and will last for 3 rounds.   Hit Point Flux Table [
RangeAdjustment
1-90
10-391
40-6925%
70-8450%
85-9475%
95-99100%
100200% + Haste
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Bad Timing

2-level Divination

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Debuff
You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Shifting the Odds

2-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Frenzied Bolt

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder
You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random   Damage Type table.
d6
Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
  If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Timely Distraction

2-level Evocation

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a handful of sand or dirt thrown in the air
Duration: 3 rounds
Attack/Save: WIS Save
Damage/Effect: Control
You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.
d4Condition
1blinded
2stunned
3deafened
4prone
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Clockwork Magic

Deep Magic Volume 1

Heartstop

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Utility
You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.
Available for: Bard, Warlock, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Grave Sense

2-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a willing undead creature or one that’s under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you’re receiving.
Available for: Bard, Cleric, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Shade

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Protection
You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as Color Spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard with Dragon Specialization

Deep Magic Volume 1

Detect Dragons

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as Polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.
Available for: Bard, Druid, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Enhance Greed

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Shadows Brought to Light

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). Whencasting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language. If the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded. If the secret was spoken aloud, the target takes a −2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.   Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the −2 penalty.
Available for: Bard, Cleric, Paladin, Warlock, Wizard with Elven Ritual Specialization

Temporal Magic

Deep Magic Volume 1

Time Step

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Protection
You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.
Available for: Bard, Cleric, Ranger, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Anticipate Attack

2-level Divination

Casting Time: 1 reaction, which you take when you are attacked but before the attack roll is made
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard with Temporal Specialization
< Opera of Poise
Movements

Spellbinding Compositions

Etudes A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Chaos Magic
Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Temporal Magic

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